RPG Elements

I've assembled various behaviors from the RPG Platformer Kit, selected the ones that, by themselves, could be useful to introduce RPG elements in other games. Thus, the "RPG Elements" Resource Pack was uploaded on Forge.

It contains:-Health: to know remaining hit points of an actor.-Draw Health: draws current health on screen.-Energy: for use in skills as a cost to use them.-Draw Energy: draws current energy on screen.-Damage Type Modifier: to modify the damage received from certain types.-Experience: experience required for leveling up and character leveling.-Draw Experience: draws current experience on screen.-Character Status: attributes of the actor in each level. By default, Strength, Vitality, Inteligence, Wisdom, Luck, Health and Energy.-Status Condition Poison: damage over time, also a template for other status conditions.-Equip Weapon: configure your actor's weapons with various parameters, and set wich to equip.-Equip Armor: configure your actor's armor with various parameters, and set wich to equip.-Combat Statistics: combine Character Status and Equip Weapon/Armor to set attributes, such as minimum damage and magic defense.-Inventory: handles adding and removing items for an actor, as well as configuring the amount of items he can carry.-Save Status: store as many attributes for you actor as you want inside a game attribute list. Automatically saves upon exiting a scene, and loads when entering a scene.

Thank you very much, ever so much Luyren! I was trying to figure out the inventory behavior. HOW to get stuff in the inventory.. what to put on the list. I will study the RPG platfomer. THANK YOU so much. Without guidance on here, I wouldn't have a clue.

http://www.stencyl.com/game/play/4640. Here is my WIP game. It is a RPG. If you go to the Asylum, then enter, you will start a "top down" phase of the game. I have your inventory script.. but don't know what to do with it. Put "Knife" in the listing.. does it have to be the name of a actor? It has been a couple days since I downloaded it.

I downloaded the kit. The energy I figured out.. but what about the inventory items? How do I make the player pick it up or discard it?

Would I make that player bump into "knife"? Do I have to have a actor called "knife"? How to populate the fields is eluding me.

http://www.stencyl.com/game/play/4640. Here is my WIP game. It is a RPG. If you go to the Asylum, then enter, you will start a "top down" phase of the game. I have your inventory script.. but don't know what to do with it. Put "Knife" in the listing.. does it have to be the name of a actor? It has been a couple days since I downloaded it.

I downloaded the kit. The energy I figured out.. but what about the inventory items? How do I make the player pick it up or discard it?

Would I make that player bump into "knife"? Do I have to have a actor called "knife"? How to populate the fields is eluding me.

The Inventory behavior offers a way to customize the amount of items you can carry, setting the inital items the actor is carrying, as well as custom blocks to add, remove and check for items. So if you have an item you want to add to the inventory upon collision, you have to make a behavior for that and use the custom block for it. Likewise, use the custom block to remove an item when you want to discard.

If I did a little tweaking with the stats, damage formulas, etc, could I possibly be able to make a D&D style stat system instead of the standard JRPG stat system? When I say "D&D style," what I mean is having low stat values that don't increase when you level up (I might not even put leveling up in my game), and where small differences in those stat values are more important than in a JRPG. I might also want to have a slightly different set of stats than you provide.

For example, a character in my game might have a 19 on her Intellect stat, while another character might have a 13 on his, and the girl with the 19 Intellect would be doing massively better spell damage; as opposed to those same two characters in a Final Fantasy type of stat system, where that six point difference would be far less significant.

If it's possible, how difficult would it be, and how would I go about doing it?

If I did a little tweaking with the stats, damage formulas, etc, could I possibly be able to make a D&D style stat system instead of the standard JRPG stat system? When I say "D&D style," what I mean is having low stat values that don't increase when you level up (I might not even put leveling up in my game), and where small differences in those stat values are more important than in a JRPG. I might also want to have a slightly different set of stats than you provide.

For example, a character in my game might have a 19 on her Intellect stat, while another character might have a 13 on his, and the girl with the 19 Intellect would be doing massively better spell damage; as opposed to those same two characters in a Final Fantasy type of stat system, where that six point difference would be far less significant.

If it's possible, how difficult would it be, and how would I go about doing it?

It uses lists to configure the base value of an attribute at each level. So if you want an attribute only to increase every 4 levels, you can have the same value for 3 levels, and then add 1 in the next level;

To change the formulas, I suggest you change the formulas in the Combat Statistics behavior, and for your other behaviors, get the values from there.

To add character attributes, this might be a little tricky. You have to follow the patern I made for the default attributes, as well as adding them to the message blocks. You can create the equivalent behavior attributes for your character attribute, copy how it's done in Strength, of rexample, and replace with the new behavior attributes. Does that make sense? If not, I can provide some screen shots to make things clearer.

For those of you who had problems with some behaviors not working (due to the recent SW update), I've reuploaded the resource pack. I also added a new behavior: a status condition template, to create your own status condition (like paralyze, confusion), and still interact with the provided custom blocks.

However, it would be nice if you included some instructions.I have no idea how to make a UI for the inventory stuff And I need a way to separate stuff like equipment and other stuff in different inventories.

However, it would be nice if you included some instructions.I'm have no idea how to make a UI for the inventory stuff And I need a way to separate stuff like equipment and other stuff in different inventories.

lol I'm such a n00b at this

Well, this is intended for thos who have some experience with StencylWorks, as by themselves they are nearly useless.

More people requested proper documentation. Sadly, I have other things I must do before I can think about documentation. I tried to make the behaviors and attribute descriptions clear, but I agree that some stuff there require instructions. I'll see what I can do.